/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h
Implements the Editor's user settings.
class UProjectPackagingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FDirectoryPath
ApplocalPrerequisitesDirectory
A directory containing additional prerequisite packages that should be staged in the executable directory.
bool
bBuildHttpChunkInstallData
If enabled, will generate data for HTTP Chunk Installer.
bool
bChunkHardReferencesOnly
Normally during chunk generation all dependencies of a package in a chunk will be pulled into that package's chunk.
bool
bCompressed
Create compressed cooked packages (decreased deployment size)
bool
bCookAll
Cook all things in the project content directory
bool
bCookMapsOnly
Cook only maps (this only affects the cookall flag)
bool
bDeterministicShaderCodeOrder
With this option off, the shader code will be stored in the library essentially in a random order, squarely the same in which the assets were loaded by the cooker.
bool
bForceOneChunkPerFile
If true, individual files are only allowed to be in a single chunk and it will assign it to the lowest number requested If false, it may end up in multiple chunks if requested by the cooker
bool
bForceUseProjectCompressionFormatIgnoreHardwareOverride
Force use of PackageCompressionFormat (do not use override HardwareCompressionFormat from DDPI)
bool
bGenerateChunks
If enabled, will generate pak file chunks.
bool
bGenerateNoChunks
If enabled, no platform will generate chunks, regardless of settings in platform-specific ini files.
bool
bMakeBinaryConfig
If enabled, staging will make a binary config file for faster loading.
bool
bPackageCompressionEnableDDC
Specifies if DDC should be used to store and retrieve compressed data when creating IoStore containers.
bool
bSharedMaterialNativeLibraries
Bydefault shader shader code gets saved into individual platform agnostic files, enabling this option will use the platform-specific library format if and only if one is available This will reduce overall package size but might increase loading time
bool
bShareMaterialShaderCode
Bydefault shader code gets saved inline inside material assets, enabling this option will store only shader code once as individual files This will reduce overall package size but might increase loading time
bool
bSkipEditorContent
Don't include content in any editor folders when cooking.
bool
bSkipMovies
Don't include movies by default when staging/packaging Specific movies can be specified below, and this can be in a platform ini
EProjectPackagi...
Build
Specifies whether to build the game executable during packaging.
EProjectPackagi...
BuildConfiguration
The build configuration for which the project is packaged.
FString
BuildTarget
Name of the target to build
bool
bUseIoStore
If enabled, use .utoc/.ucas container files for staged/packaged package data instead of pak.
bool
bUseZenStore
If enabled, use Zen storage server for storing and fetching cooked data instead of using the local file system.
TArray<FString...
CompressedChunkWildcard
If set, only these specific pak files will be compressed.
TArray<FString...
CulturesToStage
Cultures whose data should be cooked, staged, and packaged.
TArray<FDirect...
DirectoriesToAlwaysCook
Directories containing .uasset files that should always be cooked regardless of whether they're referenced by anything in your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray<FDirect...
DirectoriesToAlwaysStageAsNonUFS
Directories containing files that should always be copied when packaging your project, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory
TArray<FDirect...
DirectoriesToAlwaysStageAsNonUFSServer
Directories containing files that should always be copied when packaging your project for a dedicated server, but are not supposed to be part of the .pak file This is used to stage additional files that you manually load without using the UFS (Unreal File System) file IO API, eg, third-party libraries that perform their own internal file IO Note: These paths are relative to your project Content directory
TArray<FDirect...
DirectoriesToAlwaysStageAsUFS
Directories containing files that should always be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory
TArray<FDirect...
DirectoriesToAlwaysStageAsUFSServer
Directories containing files that should always be added to the .pak file for a dedicated server (if using a .pak file; otherwise they're copied as individual files) This is used to stage additional files that you manually load via the UFS (Unreal File System) file IO API Note: These paths are relative to your project Content directory
TArray<FDirect...
DirectoriesToNeverCook
Directories containing .uasset files that should never be cooked even if they are referenced by your project These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray<FProjec...
EngineCustomBuilds
A list of custom builds, specified in engine ini files, and not editable in editor, that will show up in the Platforms menu to allow customized builds for all projects
bool
ForDistribution
If enabled, a distribution build will be created and the shipping configuration will be used If disabled, a development build will be created Distribution builds are for publishing to the App Store
bool
FullRebuild
If enabled, a full rebuild will be enforced each time the project is being packaged.
FDirectoryPath
HttpChunkInstallDataDirectory
When "Build HTTP Chunk Install Data" is enabled this is the directory where the data will be build to.
FString
HttpChunkInstallDataVersion
Version name for HTTP Chunk Install Data.
bool
IncludeAppLocalPrerequisites
Specifies whether to include prerequisites alongside the game executable.
bool
IncludeCrashReporter
Specifies whether to include the crash reporter in the packaged project.
bool
IncludeDebugFiles
If enabled, debug files will be included in staged shipping builds.
bool
IncludePrerequisites
Specifies whether to include an installer for prerequisites of packaged games, such as redistributable operating system components, on platforms that support it.
TArray<FString...
IniKeyDenylist
List of ini file keys to strip when packaging
TArray<FString...
IniSectionDenylist
List of ini file sections to strip when packaging
EProjectPackagi...
InternationalizationPreset
Predefined sets of culture whose internationalization data should be packaged.
int32
LocalizationTargetCatchAllChunkId
The chunk ID that should be used as the catch-all chunk for any non-asset localized strings
TArray<FString...
LocalizationTargetsToChunk
List of localization targets that should be chunked during cooking (if using chunks)
TArray<FFilePa...
MapsToCook
List of maps to include when no other map list is specified on commandline
int64
MaxChunkSize
TArray<FString...
NonUFSMovies
If SkipMovies is true, these specific movies will be copied when packaging your project, but are not supposed to be part of the .pak file This should be the name with no extension
FString
PackageAdditionalCompressionOptions
A generic setting for allowing a project to control compression settings during .pak file and iostore compression.
FString
PackageCompressionFormat
A comma separated list of formats to use for .pak file and IoStore compression.
int32
PackageCompressionLevel_DebugDevelopment
For compressors with variable levels, select the compressor effort level, which makes packages smaller but takes more time to encode.
int32
PackageCompressionLevel_Distribution
int32
PackageCompressionLevel_TestShipping
FString
PackageCompressionMethod
For compressors with multiple methods, select one.
int32
PackageCompressionMinBytesSaved
A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files.
int32
PackageCompressionMinPercentSaved
A generic setting which is used to determine whether it is worth using compression for a block of data when creating IoStore or .pak files.
int32
PackageCompressionMinSizeToConsiderDDC
Specifies the minimum (uncompressed) size for storing a compressed IoStore chunk in DDC.
TArray<FProjec...
ProjectCustomBuilds
A list of custom builds that will show up in the Platforms menu to allow customized builds that make sense for your project.
TArray<FDirect...
TestDirectoriesToNotSearch
Directories containing .uasset files that are for editor testing purposes and should not be included in enumerations of all packages in a root directory, because they will cause errors on load These paths are stored either as a full package path (e.g. /Game/Folder, /Engine/Folder, /PluginName/Folder) or as a relative package path from /Game
TArray<FString...
UFSMovies
If SkipMovies is true, these specific movies will still be added to the .pak file (if using a .pak file; otherwise they're copied as individual files) This should be the name with no extension
bool
UsePakFile
If enabled, all content will be put into a one or more .pak files instead of many individual files (default = enabled).
EAssetRegistryW...
WriteBackMetadataToAssetRegistry
Whether to write staging metadata back to the asset registry.